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Old 10-15-2011, 01:39 AM
Softcore PK Softcore PK is offline
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PvE begets PvP, and vice versa.
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  #2  
Old 10-15-2011, 04:38 AM
Toomuch Toomuch is offline
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I've read some of what other people have suggested, and I think there's some good stuff that's been suggested, many rule-sets that I think would work wonderfully, and I feel are just plain simpler and less exploitable than the "dynamic" pvp system. It was a great idea, it's just really difficult, and not worth the time and effort to test/code/develop/troubleshoot/police/etc. So, here's my feedback and suggestions:

I liked the hardcore rules on Sullon Zek that you could kill anyone on the other teams. That server was different though, because you had team-mates to back you up (supposedly), and also faction help you could fall back on like guards and class trainers and such (supposedly this is being worked on?). Without a team to rely on, and currently no assist from NPC's, there isn't going to be as much of a "safe" area for anyone, ruling out that type of no level limit rule-set. Thus, I suggest either a +-10/+-5 or +-8/+-4 ruleset similar to what a couple other people have mentioned. Let me explain the numbers.

In a 10/5 ruleset, 10 levels would be the engage range, while -5 is the loot/exp death range. You can freely attack anyone within a 10 level range of you, but you'd only be able to loot coin from or cause an experience death to someone 5 levels below you. If you manage to kill the player higher level than you (between 5-10 levels) they could still lose exp and be looted, as a penalty for sucking so bad (if that's easy to code/set up, if not, no biggy, basic +-10/+-5 is fine). If people think that's too hardcore, you could make it +-8/+-4, where 8 levels is the max engage range, but 4 levels it the loot/exp range.

In my mind, this system facilitates a higher amount of pvp engagement, while not making the penalty so severe for those getting stomped on by someone who is realistically way out of their league. Larger engage range, in my opinion, allows for more immersion [You must be logged in to view images. Log in or Register.]. So would faction assist, for that matter.

Now, if you REALLY wanted to get tricky, you could do a scaling version of this ruleset, where at lower levels it's something like 6/3 (levels 1-10), then 8/4 (11-25 or 30), then 10/5 (26+ or 31+). Something along these lines would be ideal for this type of FFA server, in my opinion.

I'd actually like to request some feedback from everyone on this particular idea, both the X/Y idea and the scaling 6/3, 8/4, 10/5 range. To me these sound really good! What do you think?
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Last edited by Toomuch; 10-15-2011 at 04:39 AM.. Reason: grammar
  #3  
Old 10-20-2011, 08:00 AM
Stanlei Stanlei is offline
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Quote:
Originally Posted by Softcore PK [You must be logged in to view images. Log in or Register.]
PvE begets PvP, and vice versa.
This is just silly, if this were the case than everyone on P99 would be /dueling over every camp in game. PvP is there to put skill against skill. COMPETITION begets PvP and that is it. The more you stand to lose (item loot) the more competitive and passionate the PvP becomes. If you lose a camp, /shrug and move to the next spot. You lose your FBSS and you WILL be going back to COMPETE with your assassin in hopes to get an item back in return.
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  #4  
Old 10-20-2011, 09:12 AM
Billbike Billbike is offline
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Quote:
Originally Posted by Stanlei [You must be logged in to view images. Log in or Register.]
This is just silly, if this were the case than everyone on P99 would be /dueling over every camp in game. PvP is there to put skill against skill. COMPETITION begets PvP and that is it. The more you stand to lose (item loot) the more competitive and passionate the PvP becomes. If you lose a camp, /shrug and move to the next spot. You lose your FBSS and you WILL be going back to COMPETE with your assassin in hopes to get an item back in return.
Item loot makes people run, gate, bag, or just avoid PvP.

Generally decreases PvP quality by encouraging low risk PvP, like ganking.

Facilitates a pro-caster environment. Casters can PvP naked, especially when they initiate PvP.

Go ahead, let's see how it works out.

I'll play either way.
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  #5  
Old 10-20-2011, 10:54 AM
Arillious Arillious is offline
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Quote:
Originally Posted by Billbike [You must be logged in to view images. Log in or Register.]
Item loot makes people run, gate, bag, or just avoid PvP.

Generally decreases PvP quality by encouraging low risk PvP, like ganking.

Facilitates a pro-caster environment. Casters can PvP naked, especially when they initiate PvP.

Go ahead, let's see how it works out.

I'll play either way.
Quoted for truth, I think this server has the death penalty aspect 100% correct. When you die, you lose your coin, exp, your right to the area. Item loot discourages people from fighting, we do not want that.
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